/*****************************************************************
  multilight.cpp
  by Dave Pape
  20 April 2003

*****************************************************************/
#include <stdlib.h>
#include <math.h>
#include <unistd.h>
#include <stdio.h>
#include <string.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <dms/dms.h>

using namespace dms;

void createScene(Object& root);
void drawEverything(void);

void key(unsigned char k, int x, int y);
void specialkey(int k, int x, int y);
void idle(void);

#define NUM_LIGHTS 16

struct
    {
    Vector3 position;
    Vector3 center;
    float offset;
    } lightSource[NUM_LIGHTS];
Vector3 minLightPos(-25, 2, -25), maxLightPos(25, 2, 25);

PerspCamera camera;
Light light;
Object root;


int main(int argc, char *argv[])
    {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(512,512);
    glutCreateWindow(argv[0]);
    
    glutDisplayFunc(drawEverything);
    glutKeyboardFunc(key);
    glutSpecialFunc(specialkey);
    glutIdleFunc(idle);
    
    camera.setPosition(0, 5, 40);
    light.setDiffuse(Color::Black);
    light.setAmbient(Color::Grey20);
    createScene(root);

    for (int i=0; i < NUM_LIGHTS; i++)
        {
        lightSource[i].center = randomPoint3(minLightPos, maxLightPos);
        lightSource[i].offset = randomFloat(0, 2*M_PI);
        lightSource[i].position = lightSource[i].center + Vector3(5, 0, 0);
        }

    glutMainLoop();
    return 0;
    }


void createScene(Object& root)
    {
    QuadricObject * quadric;
    Square * square;
    Material * material;
    SimpleTransform * transform;
    
    quadric = new QuadricObject;
    quadric->makeCone(3.0, 8.0, 24, 1, DMS_Y);
    material = new Material(Color::Blue);
    quadric->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(2, 0, 0);
    quadric->setTransform(*transform);
    root.attach(*quadric);
    
    quadric = new QuadricObject;
    quadric->makeCone(3.0, 8.0, 24, 1, DMS_Y);
    material = new Material(Color::Grey50);
    quadric->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(-5, 0, 10);
    quadric->setTransform(*transform);
    root.attach(*quadric);
    
    quadric = new QuadricObject;
    quadric->makeCone(5.0, 5.0, 24, 1, DMS_Y);
    material = new Material(Color::Blue);
    quadric->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(20, 0, -28);
    quadric->setTransform(*transform);
    root.attach(*quadric);
    
    quadric = new QuadricObject;
    quadric->makeCone(1.0, 10.0, 24, 1, DMS_Y);
    material = new Material(Color::Cyan);
    quadric->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(-5, 0, -10);
    quadric->setTransform(*transform);
    root.attach(*quadric);
    
    quadric = new QuadricObject;
    quadric->makeCone(1.0, 10.0, 24, 1, DMS_Y);
    material = new Material(Color::Red);
    quadric->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(8, 0, 10);
    quadric->setTransform(*transform);
    root.attach(*quadric);
    
    square = new Square(-50, -50, 50, 50, DMS_Y);
    material = new Material(Color::Green);
    square->setMaterial(*material);
    root.attach(*square);
    }


Light tempLight;

void drawEverything(void)
    {
    glClearColor(0, 0, 0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_DEPTH_TEST);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Color::Black.vec);
    
    camera.apply();
    light.apply();
    root.drawAll();
    light.disable();
//    glutSwapBuffers(); sleep(1); glutSwapBuffers();

    glDepthFunc(GL_EQUAL);
    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE, GL_ONE);
    tempLight.setDiffuse(Color::Grey20);
    tempLight.setAmbient(Color::Black);
    for (int i=0; i < NUM_LIGHTS; i++)
        {
        tempLight.setLocalPosition(lightSource[i].position);
        tempLight.apply();
        root.drawAll();
        tempLight.disable();
//        glutSwapBuffers(); sleep(1); glutSwapBuffers();
        }
    glDisable(GL_BLEND);
    glDepthFunc(GL_LESS);

    glutSwapBuffers();

    checkGLError("end-of-frame");
    }


void key(unsigned char k, int x, int y)
    {
    if (k == 27)
        exit(0);
    }


void specialkey(int k, int x, int y)
    {
    if (k == GLUT_KEY_LEFT)
        camera.turn(1);
    else if (k == GLUT_KEY_RIGHT)
        camera.turn(-1);
    else if (k == GLUT_KEY_UP)
        camera.pitch(1);
    else if (k == GLUT_KEY_DOWN)
        camera.pitch(-1);
    else if (k == GLUT_KEY_HOME)
        camera.moveForward(0.25);
    else if (k == GLUT_KEY_END)
        camera.moveForward(-0.25);
    else if (k == GLUT_KEY_PAGE_UP)
        camera.zoom(-1);
    else if (k == GLUT_KEY_PAGE_DOWN)
        camera.zoom(1);
    }


void idle(void)
    {
    root.updateAll();
    for (int i=0; i < NUM_LIGHTS; i++)
        {
        float offset = lightSource[i].offset;
        Vector3 pos(8*sin(currentTime()+offset), 0, 8*cos(currentTime()+offset));
        lightSource[i].position = lightSource[i].center + pos;
        }
    glutPostRedisplay();
    }
